#version 330 core

//layout (location 0)    in vec3 aPosition; 
in vec3 aPosition;
//layout (location 1)    in vec4 aColor;
in vec4 aColor;
//layout (location 2)  in vec2 aTexCoord;
in vec2 aTexCoord;
 
//uniform mat4 transform; 
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
 
out  vec4 vColor;

out vec2 texCoord;

void main()
{ 
    vColor = aColor;
    texCoord = aTexCoord;
    gl_Position = vec4(aPosition,1.0)  * model * view * projection; 
} 